Godot import artifacts that pair with already-committed assets:
- miku_test_Image_0..3.png: textures extracted from miku_test.glb on import
- .uid files for spawn_smoke_test.gd and audio_manager.gd
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The model animated but deformed wrong: arms crossed the torso and foot heels
stretched to the model's center-bottom. Two root causes, both fixed:
1. Pose mismatch. Sketchfab models are modelled in an A-pose (arms angled
down) but the Quaternius library rests in a T-pose. Binding the A-pose mesh
to T-pose arm bones misweighted the arms, and the library clips (which
rotate arms ~70° down from the T rest) then shoved the already-drooped arms
across the body.
Fix: autorig.fit_arms_to_mesh() reorients each arm bone chain along the
model's real arm direction; merge_animations retargets every clip from the
library's T-pose rest onto the fitted rest via world-space constraint bake
(Copy Rotation/Location + nla.bake), so world motion is reproduced
regardless of the rest difference.
2. Feet-to-center stretch. The library's deform-flagged `root` bone runs up
the body centre-line; nearest-bone weighting assigned inner-foot/heel verts
to it, stretching them to center when animated.
Fix: exclude root/control/mechanism bones from weighting (_NON_DEFORM_HINTS).
Also upgraded nearest-bone weighting from rigid (1 bone/vert) to a smooth
inverse-distance blend across the nearest 4 bones, so joints deform cleanly.
Bone-heat still fails on Miku's joined hair/clothing mesh, so this is the
primary path.
Verified by rendering Idle/Walk/Run poses (Blender): natural stance, arms at
sides swinging correctly, feet planted, proper running stride. Smoke test
still 30/30.
Co-Authored-By: Claude Fable 5 <[email protected]>
The model animated its skeleton but rendered a permanent T-pose: the mesh
wasn't skin-bound. Root cause was in autorig's binding, introduced while
chasing an earlier "skins:0" export:
- The earlier "skins:0" was actually caused by bone-heat weighting failing
(0 weighted verts → empty skin gets dropped), NOT by the Armature modifier.
- The "fix" then stripped the Armature modifier and used parent_type=ARMATURE.
That makes the glTF exporter emit a skin OBJECT but with no node.skin
reference and no per-vertex JOINTS/WEIGHTS — an orphan skin. The mesh then
renders its bind pose (T-pose) forever while the skeleton animates unseen.
Fix: keep the standard ARMATURE_AUTO result (Armature modifier + vertex
groups). With the nearest-bone fallback ensuring real weights, the exporter
now writes a COMPLETE skin (verified: meshnode.skin=0, JOINTS/WEIGHTS present).
Also:
- skinned_player_model: _ensure_meshes_bound() re-binds any skinned mesh whose
skeleton NodePath doesn't resolve at load — graceful degradation instead of
a silent T-pose for imperfect GLBs.
- smoke test now asserts the spawned player's mesh is bound to its skeleton,
so this class of bug fails the test instead of shipping. 30/30 pass.
- regenerated miku_test.glb with the corrected pipeline.
Co-Authored-By: Claude Fable 5 <[email protected]>
Verified the full chain on a real Sketchfab model (Miku UID -> rigged ->
13 clips -> loads and animates in-engine, 24/24 smoke checks pass).
Fixes found while running it for real:
- sketchfab_import: read .sketchfab_token as UTF-16/BOM too (PowerShell's
`echo >` writes UTF-16LE, which crashed the UTF-8 reader)
- autorig: rig to the animation library's OWN skeleton when _library.glb
is present (zero retargeting); robust binding — fall back to rigid
nearest-bone weights when Blender bone-heat fails on complex meshes
(Miku's joined hair/clothing gave 0 weighted verts); export as
parent_type=ARMATURE with no modifier (Blender 5.x only emits a glTF
skin in that exact form — a lingering Armature modifier gave skins:0);
export_apply=False (applying modifiers baked away the skin); flatten
the Sketchfab empty hierarchy before binding
- merge_animations: support a single multi-clip library GLB via
LIBRARY_CLIP_MAP; version-safe fcurve access for Blender 4.4+/5.x
slotted actions (Action.fcurves was removed)
Assets/tooling:
- bundle assets/characters/animations/_library.glb — CC0 Quaternius
Universal Animation Library (13 game clips), + .gdignore so Godot
skips the pipeline-input folder
- requirements.txt (stdlib-only; documents Blender-python separation)
- pipeline docs updated for the bundled library + swap instructions
Co-Authored-By: Claude Fable 5 <[email protected]>
Character pipeline (tools/):
- sketchfab_import.py: search/download via Sketchfab Download API with
license/attribution tracking (SKETCHFAB_API_TOKEN)
- autorig.py: headless Blender auto-rig — fits a Mixamo-named skeleton
to unrigged humanoids, binds automatic weights
- merge_animations.py: merges the shared Mixamo-skeleton animation
library onto any rigged character, strips root motion, canonical names
- pipeline.py: one command chains download -> rig -> animate -> register
In-game skin system:
- SkinManager autoload reads skins.json (auto-written by the pipeline)
- SkinnedPlayerModel rewritten: canonical clips with fallback chains,
blend times, speed-scaled locomotion, weapon bone attachment
- First-person: full animated body for the owner, head hidden via
SkeletonModifier3D; third-person: full model for other players
- Skin selector in main menu; skin id synced in multiplayer
- Fixed GLBLoader crash (GLTFDocument.get_animation_count doesn't exist)
Multiplayer sync overhaul:
- Movement is now client-authoritative: the owning peer simulates
locally (no input round-trip), server keeps health/kills/death
- Remote players interpolate synced_position/velocity with
extrapolation and snap-on-teleport
- Knockback/impulses routed to the simulating peer
Audio:
- AudioManager autoload: SFX/Weapons/Footsteps/UI/Music buses, pooled
3D players, variation + pitch randomization, auto-registration from
assets/sounds
Docs: 3D_ASSET_PIPELINE.md rewritten end-to-end, new ASSET_SOURCES.md
(non-procedural animation/map/sound sources) and SOUND_DESIGN.md.
Verified with debug/spawn_smoke_test.gd (headless: 24/24 checks pass).
Co-Authored-By: Claude Fable 5 <[email protected]>
The Blender GLTF exporter was stripping animation tracks (only 1 of 51
channels survived export). Now SkinnedPlayerModel detects this at
runtime and creates a proper Idle animation programmatically using Godot's
Animation API with 5 bone tracks (Spine, Arms, Neck, Hips).
Also switched model_path back to miku_rigged_final.glb since the
re-export wasn't adding usable animations.
The twintails were moving as arms because the auto-rig script treated the
combined mesh as one piece. Now using the original miku_rigged_final.glb
skeleton (which has correct skin weights from the model creator) and
adding 6 new animations (Idle, Walk, Run, Jump, Crouch, Death) on top
of the existing skeleton.
- tools/add_animations.py: adds animations to an existing rigged GLB
- tools/rig_and_animate.py: updated to separate mesh into loose parts
before rigging (for future use with other models)
- miku_rigged_animated.glb: now 7 animations with correct skin weights
- Add miku_rigged_animated.glb (3.27MB) with 18-bone skeleton and 6 animations
(Idle, Walk, Run, Jump, Crouch, Death) via Blender auto-rig script
- Add tools/rig_and_animate.py: reusable Blender script for rigging any humanoid
mesh with Mixamo-compatible bone naming
- Update SkinnedPlayerModel: scale_factor, first-person mode, animation state
matching (Idle/Walk/Run/Jump/Crouch/Death)
- Update level_runtime.gd: use skinned model for local player, procedural
humanoid for remote players
- Update skin_manager.gd and test_level_builder.gd to use animated model
- Fix Godot 4.2.1 'is not Type' syntax in 5 weapon files
- Add editor/import_miku_to_tscn.gd for editor-based GLB import
- Fixed Blender export: remove FBX armature modifier before scaling,
then transform_apply(scale=True) before creating new armature
- Model now exports at correct 1.8 unit height (verified in Blender)
- SkinnedPlayerModel now polls MovementStateMachine in _process
to drive animations based on movement state
- Player 1 gets Miku at origin, others get procedural humanoid at y=-0.9
Pipeline:
1. Downloaded TDA-style Miku model from Sketchfab (19MB FBX, 38K verts)
2. Imported to Blender, scaled to Godot humanoid proportions (1.8u tall)
3. Created clean 17-bone humanoid armature (Hips/Spine/Chest/Head/Arms/Legs)
4. Auto-weight-painted mesh to armature
5. Added Idle (breath bounce) and Run (cycle) animations
6. Exported as GLB with embedded animations (3MB)
New:
- SkinnedPlayerModel class: loads GLB with own armature+animations
- Player 1 spawns with Miku model, others get procedural humanoid
- Completely separate from procedural model system
Files:
- assets/characters/skins/miku_rigged_final.glb (3MB, 48K verts, 17 bones, 2 anims)
- characters/skinned_player_model.gd
- Removed old procedural GLB attempts
Skin System:
- PlayerSkin resource class (model_path, color_tint, etc.)
- SkinManager with default skins: Default, Red Team, Forest, Miku
- HumanoidModel.apply_skin() supports both GLB model replacement
and procedural color tinting
- Procedural meshes auto-hide when GLB model is loaded
Miku Skin:
- 43-part procedural model generated in Blender (headless)
- Twin tails, headphones, thigh-high socks, idol outfit
- Teal/cyan color scheme with red accents
- Exported to assets/characters/skins/miku.glb
- Applied to player 1 in test level builder
Pipeline:
- Blender 5.0.1 + MCP addon installed
- Bridge script for socket-based Blender control
- docs/3D_ASSET_PIPELINE.md documents full workflow